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2016-02-04, 12:03 PM
Level
Proficiency Bonus
Gladiatorial Performances
Known
Features
1st
+2
2
Gladiatorial Performance, Unarmed Strike, Gladiatorial Style
2nd
+2
2
Arena Guile
3rd
+2
3
Gladiator Style feature
4th
+2
3
Ability Score Improvement
5th
+3
3
Extra Attack
6th
+3
4
Archetype Feature
7th
+3
4
Ready for Action
8th
+3
4
Ability Score Improvement
9th
+4
4
Arena Clamour
10th
+4
4
Parry
11th
+4
5
Improved Gladiatorial Performance
12th
+4
5
Ability Score Improvement
13th
+5
5
Style Feature
14th
+5
5
Extra Attack
15th
+5
5
Style Feature
16th
+5
6
Ability Score Improvement
17th
+6
6
Style Feature
18th
+6
6
Improved Parry
19th
+6
6
Ability Score Improvement
20th
+6
6
Arena Legend
Class Features
As a Gladiator, you gain the following class features
Hit Points
Hit Dice 1d12 per Gladiator level
Hit Points at first level 12 + Constitution Modifier
Hitpoints at higher levels - 1d12 (2d6) or 7 + Constitution modifier per Gladiator level after 1st
Proficiencies
Armor light armour.
Weapons all simple and martial weapons
Tools Carpenter, Mason or Potter tools.
Saving throws Strength, Dexterity
Skills Choose two skills from Acrobatics, Athletics, Deception, Intimidation, Insight, Perception, and Survival.
Work the Crowd
At 1st level, you gain proficency in Performance
Arena Guile
Starting at 2nd level, you are able to add half your proficiency bonus rounded down to all Deception and Insight checks that relate to martial combat.
Gladiatorial Performance
As a gladiator, you have the ability to not only hold your own against some of the most dangerous beasts, but to entertain the crowd and to strike fear, confusion or inspiration into others. A number of times equal to your charisma bonus per long rest, you are able to make gladiatorial performance (Performance Check) as an action. At 11th level, you can make a gladiatorial performance as a bonus action.
You can only make one gladiatorial performance per round. The Gladiatorial Performances Known column shows how many performances you know.
The Save DC for your Gladiatorial Performance is 8 + your charisma modifier + your proficiency bonus.
Combat Stance
You can assume a combat stance, showing off to spectators and displaying a warning to opponents. For 1 round, creatures have disadvantage on attacks made against you on a failed wisdom save.
Team Strike
You can distract an opponent and allow an ally to make a strike and inflict more damage. For 1 minute, an ally that attacks a designated opponent within 30ft of you can inflict an additional 1d4 of damage with the melee or ranged attack. The damage increases to 2d4 at 12th level and to 3d4 at 18th level
Taunt
As an action, you are able to demoralize your enemies with verbal ridicule. Enemies within 30 feet of you that you can see must make a Wisdom saving throw or suffer disadvantage on attack rolls and attack rolls made against it, and to saving throws against magic and powers that inflict charm and fear effects. This lasts for 1 minute.
Creatures that successfully save against the taunt have advantage on saving throws against further taunts.
Shake Off
You can shake off a mind effecting effect on play on yourself or an ally. You make the Performance check against the DC of the original effect, and on a successful check, the effect is ended. If you beat the effect by more than five, the creature that inflicted the mind effecting effect has disadvantage on the next melee, ranged or spell attack made against you or the ally that shook the effect off.
Trick
You can temporarily confuse an adversary through the use of deception. You must be able to see the creature, and the creature must be able to see or hear you, and be within 60ft of you. The creature is dazed for 1 round on a successful performance.
You can trick an additional creature at 12 level, and three creatures at 18th level
Chant
With a Performance Check, you start a chant that inspires one ally, and on subsequent rounds, you can make a performance check as a bonus action on your turn to keep the chant going for a maximum of 1 minute. On a successful check (DC13), the ally gains advantage on saving throws and skill checks for that round. The chant ends if you fail a performance check.
Augmented Unarmed Strikes
Also at 1st level, you gain proficiency with your unarmed strikes and improvised weapons.
You use a d4 for attacks with unarmed strikes or improvised weapons, and when you take the attack action on your turn, you can make one unarmed strike as a bonus action
Extra Attack
At 5th level, you can attack twice, instead of once, when you use the attack action. At 14th level, you can attack three times when you use the attack action.
Ready for Action
At 7th level, you can add your Charisma modifier to your initiative.
Arena Clamour
At 9th level, when you hit a creature with a critical attack, all allies that have line of sight on you either gain advantage on their next melee, ranged or spell attack roll, or if a creature attacks them first, that creature has disadvantage on all attack rolls made against your ally.
Parry
At 10th level, once per round, if a creature misses on a melee attack and if that creature is one size larger than you or smaller, you can attempt to knock the creature prone. You can use either your Dexerity or Strength modifier for the check. This increases to twice per round at 18th level.
Arena Legend
At 20th level, your name is worshipped in the arenas. Your Charisma score increases by 4, and either your Dexterity or Strength score increases by 4. The maximum for those scores is now 24.
Gladiator Styles
Jazst
Part acrobat, part fighter, all lethal, the Jazst specialises in slashing weapons and bringing bloodshed to the area.
When you choose this Style, you gain proficiency in Acrobatics, and you have advantage on dexterity saving throws in order to avoid being knocked prone.
Blade Dance
At 3rd level, you can perform the Dance of Whirling Blades. For 1 minute, the following effects apply
- Creatures have disadvantage on opportunity attacks made against you
- you can use the dash action as a bonus action
- You can add twice your dexterity bonus to AC.
You must finish a long rest before you can make another blade dance and bring death to your enemies.
Sirocco Swiftness
At 6th level, your base speed increases by 10ft.
Dangerous Reaction.
At 13th level, when a creature attempts a grapple check against you (either initial or subsequent) and you win the opposed check, you are able to use your reaction to make either a melee attack against that creature or attempt to knock that creature prone.
Cut Off at the Knees.
At 15th level, when you hit a creature with a critical hit with a melee attack from a slashing weapon, as a bonus action, you can attempt to knock that creature prone, and you can use your dexterity modifier instead of strength. Even if the attempt fails, you still deal 1d10 of slashing damage.
Arena Honed Reactions.
At 17th level, you can add half your proficiency bonus rounded up to dexterity saving throws and acrobatics checks.
Professional
This style is usually reserved for those that go into the games for glory and for gold, for the chance to write themselves into the pages of history. Usually they are sponsored by a wealthy patron, and the gladiator is determined that the patron will get their moneys worth.
Extra Protection
When you choose this style, you gain proficiency in medium armour and shields
Arena Endurance
At 3rd level, you can use your full dexterity bonus when wearing medium armour.
Shield Sentinel
At 6th level, once per round if you are using a shield, when a creature attacks a target other than you that is within 5 feet of you are able to use your reaction to impose disadvantage on the attack roll
Rotate Line
At 13th level, you gain the ability to swap positions with an ally within 10ft of you as a bonus action, and does not result in an attack of opportunity on your ally.
Battle Readied
At 15th level, creatures that flank you in combat no longer have advantage on attack rolls, and you are unable to be surprised in combat.
Assuring Presence
At 17th level, any ally within 30ft of you has advantage on saving throws against fear and to charm effects.
Proficiency Bonus
Gladiatorial Performances
Known
Features
1st
+2
2
Gladiatorial Performance, Unarmed Strike, Gladiatorial Style
2nd
+2
2
Arena Guile
3rd
+2
3
Gladiator Style feature
4th
+2
3
Ability Score Improvement
5th
+3
3
Extra Attack
6th
+3
4
Archetype Feature
7th
+3
4
Ready for Action
8th
+3
4
Ability Score Improvement
9th
+4
4
Arena Clamour
10th
+4
4
Parry
11th
+4
5
Improved Gladiatorial Performance
12th
+4
5
Ability Score Improvement
13th
+5
5
Style Feature
14th
+5
5
Extra Attack
15th
+5
5
Style Feature
16th
+5
6
Ability Score Improvement
17th
+6
6
Style Feature
18th
+6
6
Improved Parry
19th
+6
6
Ability Score Improvement
20th
+6
6
Arena Legend
Class Features
As a Gladiator, you gain the following class features
Hit Points
Hit Dice 1d12 per Gladiator level
Hit Points at first level 12 + Constitution Modifier
Hitpoints at higher levels - 1d12 (2d6) or 7 + Constitution modifier per Gladiator level after 1st
Proficiencies
Armor light armour.
Weapons all simple and martial weapons
Tools Carpenter, Mason or Potter tools.
Saving throws Strength, Dexterity
Skills Choose two skills from Acrobatics, Athletics, Deception, Intimidation, Insight, Perception, and Survival.
Work the Crowd
At 1st level, you gain proficency in Performance
Arena Guile
Starting at 2nd level, you are able to add half your proficiency bonus rounded down to all Deception and Insight checks that relate to martial combat.
Gladiatorial Performance
As a gladiator, you have the ability to not only hold your own against some of the most dangerous beasts, but to entertain the crowd and to strike fear, confusion or inspiration into others. A number of times equal to your charisma bonus per long rest, you are able to make gladiatorial performance (Performance Check) as an action. At 11th level, you can make a gladiatorial performance as a bonus action.
You can only make one gladiatorial performance per round. The Gladiatorial Performances Known column shows how many performances you know.
The Save DC for your Gladiatorial Performance is 8 + your charisma modifier + your proficiency bonus.
Combat Stance
You can assume a combat stance, showing off to spectators and displaying a warning to opponents. For 1 round, creatures have disadvantage on attacks made against you on a failed wisdom save.
Team Strike
You can distract an opponent and allow an ally to make a strike and inflict more damage. For 1 minute, an ally that attacks a designated opponent within 30ft of you can inflict an additional 1d4 of damage with the melee or ranged attack. The damage increases to 2d4 at 12th level and to 3d4 at 18th level
Taunt
As an action, you are able to demoralize your enemies with verbal ridicule. Enemies within 30 feet of you that you can see must make a Wisdom saving throw or suffer disadvantage on attack rolls and attack rolls made against it, and to saving throws against magic and powers that inflict charm and fear effects. This lasts for 1 minute.
Creatures that successfully save against the taunt have advantage on saving throws against further taunts.
Shake Off
You can shake off a mind effecting effect on play on yourself or an ally. You make the Performance check against the DC of the original effect, and on a successful check, the effect is ended. If you beat the effect by more than five, the creature that inflicted the mind effecting effect has disadvantage on the next melee, ranged or spell attack made against you or the ally that shook the effect off.
Trick
You can temporarily confuse an adversary through the use of deception. You must be able to see the creature, and the creature must be able to see or hear you, and be within 60ft of you. The creature is dazed for 1 round on a successful performance.
You can trick an additional creature at 12 level, and three creatures at 18th level
Chant
With a Performance Check, you start a chant that inspires one ally, and on subsequent rounds, you can make a performance check as a bonus action on your turn to keep the chant going for a maximum of 1 minute. On a successful check (DC13), the ally gains advantage on saving throws and skill checks for that round. The chant ends if you fail a performance check.
Augmented Unarmed Strikes
Also at 1st level, you gain proficiency with your unarmed strikes and improvised weapons.
You use a d4 for attacks with unarmed strikes or improvised weapons, and when you take the attack action on your turn, you can make one unarmed strike as a bonus action
Extra Attack
At 5th level, you can attack twice, instead of once, when you use the attack action. At 14th level, you can attack three times when you use the attack action.
Ready for Action
At 7th level, you can add your Charisma modifier to your initiative.
Arena Clamour
At 9th level, when you hit a creature with a critical attack, all allies that have line of sight on you either gain advantage on their next melee, ranged or spell attack roll, or if a creature attacks them first, that creature has disadvantage on all attack rolls made against your ally.
Parry
At 10th level, once per round, if a creature misses on a melee attack and if that creature is one size larger than you or smaller, you can attempt to knock the creature prone. You can use either your Dexerity or Strength modifier for the check. This increases to twice per round at 18th level.
Arena Legend
At 20th level, your name is worshipped in the arenas. Your Charisma score increases by 4, and either your Dexterity or Strength score increases by 4. The maximum for those scores is now 24.
Gladiator Styles
Jazst
Part acrobat, part fighter, all lethal, the Jazst specialises in slashing weapons and bringing bloodshed to the area.
When you choose this Style, you gain proficiency in Acrobatics, and you have advantage on dexterity saving throws in order to avoid being knocked prone.
Blade Dance
At 3rd level, you can perform the Dance of Whirling Blades. For 1 minute, the following effects apply
- Creatures have disadvantage on opportunity attacks made against you
- you can use the dash action as a bonus action
- You can add twice your dexterity bonus to AC.
You must finish a long rest before you can make another blade dance and bring death to your enemies.
Sirocco Swiftness
At 6th level, your base speed increases by 10ft.
Dangerous Reaction.
At 13th level, when a creature attempts a grapple check against you (either initial or subsequent) and you win the opposed check, you are able to use your reaction to make either a melee attack against that creature or attempt to knock that creature prone.
Cut Off at the Knees.
At 15th level, when you hit a creature with a critical hit with a melee attack from a slashing weapon, as a bonus action, you can attempt to knock that creature prone, and you can use your dexterity modifier instead of strength. Even if the attempt fails, you still deal 1d10 of slashing damage.
Arena Honed Reactions.
At 17th level, you can add half your proficiency bonus rounded up to dexterity saving throws and acrobatics checks.
Professional
This style is usually reserved for those that go into the games for glory and for gold, for the chance to write themselves into the pages of history. Usually they are sponsored by a wealthy patron, and the gladiator is determined that the patron will get their moneys worth.
Extra Protection
When you choose this style, you gain proficiency in medium armour and shields
Arena Endurance
At 3rd level, you can use your full dexterity bonus when wearing medium armour.
Shield Sentinel
At 6th level, once per round if you are using a shield, when a creature attacks a target other than you that is within 5 feet of you are able to use your reaction to impose disadvantage on the attack roll
Rotate Line
At 13th level, you gain the ability to swap positions with an ally within 10ft of you as a bonus action, and does not result in an attack of opportunity on your ally.
Battle Readied
At 15th level, creatures that flank you in combat no longer have advantage on attack rolls, and you are unable to be surprised in combat.
Assuring Presence
At 17th level, any ally within 30ft of you has advantage on saving throws against fear and to charm effects.